refactor(user): 重构用户服务相关代码,将login模块功能迁移至user模块并优化相关结构体定义

This commit is contained in:
1
2025-09-22 09:15:26 +00:00
parent 47614c4d57
commit 1b62f6fec1
9 changed files with 31 additions and 36 deletions

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@@ -5,25 +5,26 @@ import (
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/login"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/logic/service/user"
blservice "blazing/modules/blazing/service"
"strings"
)
// 处理命令: 1001
func (h *Controller) CreatePlayer(data *login.CreatePlayerInboundInfo, c *player.Conn) (result *login.CreatePlayerOutInfo, err errorcode.ErrorCode) {
func (h *Controller) CreatePlayer(data *user.CreatePlayerInboundInfo, c *player.Conn) (result *user.CreatePlayerOutInfo, err errorcode.ErrorCode) {
blservice.NewUserService(data.Head.UserID).Reg(cool.Filter.Replace(data.Nickname, '*'), data.Color)
return result, 0
}
func (h *Controller) ChangePlayerName(data *login.ChangePlayerNameInboundInfo, c *player.Player) (result *login.ChangePlayerNameOutboundInfo, err errorcode.ErrorCode) {
func (h *Controller) ChangePlayerName(data *user.ChangePlayerNameInboundInfo, c *player.Player) (result *user.ChangePlayerNameOutboundInfo, err errorcode.ErrorCode) {
newnice := cool.Filter.Replace(strings.Trim(data.Nickname, "\x00"), '*')
c.Info.Nick = newnice
result = &login.ChangePlayerNameOutboundInfo{
result = &user.ChangePlayerNameOutboundInfo{
Nickname: newnice,
UserID: c.Info.UserID,
}

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@@ -3,14 +3,14 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/commendsvr"
"blazing/logic/service/player"
"blazing/logic/service/user"
)
// 处理命令: 105
func (h *Controller) GetServer(data *commendsvr.SidInfo, c *player.Conn) (result *commendsvr.CommendSvrInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = commendsvr.NewInInfo()
result.ServerList = commendsvr.GetServerInfoList()
func (h *Controller) COMMEND_ONLINE(data *user.SidInfo, c *player.Conn) (result *user.CommendSvrInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = user.NewInInfo()
result.ServerList = user.GetServerInfoList()
return
//return //TODO 这里待实现改成接口调用Ret方法

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@@ -6,7 +6,8 @@ import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/login"
"blazing/logic/service/user"
"blazing/logic/service/maps"
"blazing/logic/service/player"
"blazing/logic/service/space"
@@ -29,7 +30,7 @@ func IsToday(t time.Time) bool {
}
// 处理命令: 1001
func (h *Controller) Login(data *login.InInfo, c *player.Conn) (result *login.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c *player.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if tt := data.CheakSession(); tt { //说明sid正确
h.RPCClient.Kick(data.Head.UserID) //先踢人
@@ -65,7 +66,7 @@ func (h *Controller) Login(data *login.InInfo, c *player.Conn) (result *login.Ou
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).Len())
result = login.NewOutInfo() //设置登录消息
result = user.NewOutInfo() //设置登录消息
result.PlayerInfo = *t.Info

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@@ -6,8 +6,6 @@ import (
"blazing/logic/service/player"
"blazing/logic/service/task"
"blazing/modules/blazing/model"
"math/rand"
"time"
)
/**
@@ -53,15 +51,6 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *player.Playe
return &task.AddTaskBufOutboundInfo{}, 0
}
// 生成0-24的随机整数
func randInt0To24() int {
// 初始化随机种子(仅需初始化一次)
rand.Seed(time.Now().UnixNano())
// 生成0-24的随机数Intn(n)返回[0, n)的整数)
return rand.Intn(25)
}
/**
* 完成任务
*/

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@@ -8,12 +8,21 @@ import (
"github.com/jinzhu/copier"
)
// UserSimInfo 根据用户ID获取模拟用户信息
// data: 包含用户ID的输入信息
// c: 玩家对象
// 返回: 模拟用户信息及错误码
func (h Controller) UserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
ret := &user.SimUserInfoOutboundInfo{}
copier.Copy(ret, c.Service.PersonOther(data.UserId))
return ret, 0
}
// UserMoreInfo 获取用户的更多信息。
// data: 包含用户ID的输入信息。
// c: 当前玩家对象。
// 返回: 包含用户更多信息的输出结果和错误码。
func (h Controller) UserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
ret := &user.MoreUserInfoOutboundInfo{}
info := c.Service.PersonOther(data.UserId)